Closed Sonicthexzon12 closed 2 weeks ago
Please try the newest nightly
I still got another error when booting Ikemen Go: panic: 0:13(12): warning: extension `GL_EXT_geometry_shader4' unsupported in geometry shader 0:16(1): error: duplicate storage qualifier 0:16(1): error: invalid input layout qualifier used 0:17(1): error: duplicate storage qualifier 0:17(1): error: invalid input layout qualifier used 0:18(1): error: duplicate storage qualifier 0:19(1): error: duplicate storage qualifier 0:20(1): error: duplicate storage qualifier
Could you try this build? Ikemen_GO.zip
Sorry I still got a different error this time :(
0:13(12): warning: extension `GL_ARB_geometry_shader4' unsupported in geometry shader 0:16(1): error: duplicate storage qualifier 0:16(1): error: invalid input layout qualifier used 0:17(1): error: duplicate storage qualifier 0:17(1): error: invalid input layout qualifier used 0:18(1): error: duplicate storage qualifier 0:19(1): error: duplicate storage qualifier 0:20(1): error: duplicate storage qualifier
Here is complete status of shader compilation in Steamdeck:
--------------------------------------------------------------------
Compiling cubemapFiltering.frag.glsl ...
0:31(15): warning: Float suffixes are invalid in GLSL 1.10
0:34(16): warning: Float suffixes are invalid in GLSL 1.10
0:37(23): warning: Float suffixes are invalid in GLSL 1.10
0:40(22): warning: Float suffixes are invalid in GLSL 1.10
0:43(28): warning: Float suffixes are invalid in GLSL 1.10
0:46(30): warning: Float suffixes are invalid in GLSL 1.10
0:52(2): warning: Float suffixes are invalid in GLSL 1.10
0:52(9): warning: Float suffixes are invalid in GLSL 1.10
0:53(2): warning: Float suffixes are invalid in GLSL 1.10
0:58(18): warning: Float suffixes are invalid in GLSL 1.10
0:58(24): warning: Float suffixes are invalid in GLSL 1.10
0:248(20): warning: Float suffixes are invalid in GLSL 1.10
0:249(17): warning: Float suffixes are invalid in GLSL 1.10
0:298(15): warning: Float suffixes are invalid in GLSL 1.10
0:141(19): error: could not implicitly convert operands to arithmetic operator
0:141(19): error: operands to arithmetic operators must be numeric
0:289(2): error: value of type int cannot be assigned to variable of type float
Result cubemapFiltering.frag.glsl FAIL
--------------------------------------------------------------------
Compiling shadow.vert.glsl ...
0:38(48): error: could not implicitly convert operands to arithmetic operator
0:38(35): error: cannot construct `vec2' from a non-numeric data type
0:38(11): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:38(11): error: vec4 texture2D(sampler2D, vec2)
0:38(11): error: ivec4 texture2D(isampler2D, vec2)
0:38(11): error: uvec4 texture2D(usampler2D, vec2)
0:39(48): error: could not implicitly convert operands to arithmetic operator
0:39(35): error: cannot construct `vec2' from a non-numeric data type
0:39(11): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:39(11): error: vec4 texture2D(sampler2D, vec2)
0:39(11): error: ivec4 texture2D(isampler2D, vec2)
0:39(11): error: uvec4 texture2D(usampler2D, vec2)
0:40(48): error: could not implicitly convert operands to arithmetic operator
0:40(35): error: cannot construct `vec2' from a non-numeric data type
0:40(11): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:40(11): error: vec4 texture2D(sampler2D, vec2)
0:40(11): error: ivec4 texture2D(isampler2D, vec2)
0:40(11): error: uvec4 texture2D(usampler2D, vec2)
0:42(9): error: no function with name 'transpose'
0:42(2): error: `return' with wrong type error, in function `getMatrixFromTexture' returning mat4
0:63(5): error: could not implicitly convert operands to relational operator
0:63(5): error: if-statement condition must be scalar boolean
0:66(5): error: could not implicitly convert operands to relational operator
0:66(5): error: if-statement condition must be scalar boolean
0:67(76): error: could not implicitly convert operands to arithmetic operator
0:67(71): error: cannot construct `vec2' from a non-numeric data type
0:67(43): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:67(43): error: vec4 texture2D(sampler2D, vec2)
0:67(43): error: ivec4 texture2D(isampler2D, vec2)
0:67(43): error: uvec4 texture2D(usampler2D, vec2)
0:67(9): error: operands to arithmetic operators must be numeric
0:68(11): error: could not implicitly convert operands to relational operator
0:68(11): error: LHS of `&&' must be scalar boolean
0:68(42): error: could not implicitly convert operands to relational operator
0:69(86): error: could not implicitly convert operands to arithmetic operator
0:69(81): error: cannot construct `vec2' from a non-numeric data type
0:69(53): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:69(53): error: vec4 texture2D(sampler2D, vec2)
0:69(53): error: ivec4 texture2D(isampler2D, vec2)
0:69(53): error: uvec4 texture2D(usampler2D, vec2)
0:69(48): error: cannot construct `vec2' from a non-numeric data type
0:69(14): error: operands to arithmetic operators must be numeric
0:73(5): error: could not implicitly convert operands to relational operator
0:73(5): error: if-statement condition must be scalar boolean
Result shadow.vert.glsl FAIL
--------------------------------------------------------------------
Compiling shadow.geo.glsl ...
0:12(12): warning: extension `GL_EXT_geometry_shader4' unsupported in geometry shader
0:15(1): error: duplicate storage qualifier
0:15(1): error: invalid input layout qualifier used
0:16(1): error: duplicate storage qualifier
0:16(1): error: invalid input layout qualifier used
0:17(1): error: duplicate storage qualifier
0:18(1): error: duplicate storage qualifier
0:19(1): error: duplicate storage qualifier
Result shadow.geo.glsl FAIL
--------------------------------------------------------------------
Compiling sprite.frag.glsl ...
0:64(6): error: operands of `!=' must have the same type
Result sprite.frag.glsl FAIL
--------------------------------------------------------------------
Compiling model.frag.glsl ...
0:90(33): warning: sampler arrays indexed with non-constant expressions will be forbidden in GLSL 1.30 and later
0:102(33): warning: sampler arrays indexed with non-constant expressions will be forbidden in GLSL 1.30 and later
0:115(35): warning: sampler arrays indexed with non-constant expressions will be forbidden in GLSL 1.30 and later
0:142(5): error: operands of `!=' must have the same type
0:143(5): error: operands of `!=' must have the same type
0:302(34): error: no matching function for call to `getIBLGGXFresnel(vec3, vec3, float, vec3, int)'; candidates are:
0:302(34): error: vec3 getIBLGGXFresnel(vec3, vec3, float, vec3, float)
0:303(44): warning: `f_dielectric_fresnel_ibl' used uninitialized
0:303(42): error: could not implicitly convert operands to arithmetic operator
0:303(31): error: operands to arithmetic operators must be numeric
0:303(96): warning: `f_dielectric_fresnel_ibl' used uninitialized
0:303(31): error: operands to arithmetic operators must be numeric
0:305(15): warning: `f_dielectric_brdf_ibl' used uninitialized
0:305(38): error: could not implicitly convert operands to arithmetic operator
0:305(15): error: operands to arithmetic operators must be numeric
0:305(15): error: operands to arithmetic operators must be numeric
0:306(9): warning: `color' used uninitialized
0:315(24): error: could not implicitly convert operands to arithmetic operator
0:315(16): error: operands to arithmetic operators must be numeric
0:319(5): error: could not implicitly convert operands to relational operator
0:319(5): error: if-statement condition must be scalar boolean
0:336(60): warning: `c_diff' used uninitialized
0:338(2): error: initializer of type int cannot be assigned to variable of type float
0:352(5): error: could not implicitly convert operands to relational operator
0:352(5): error: if-statement condition must be scalar boolean
0:389(2): error: initializer of type int cannot be assigned to variable of type float
0:390(5): error: could not implicitly convert operands to relational operator
0:390(5): error: if-statement condition must be scalar boolean
0:391(49): error: could not implicitly convert operands to arithmetic operator
0:391(23): error: operands to arithmetic operators must be numeric
0:391(21): error: operands to arithmetic operators must be numeric
0:401(2): error: value of type int cannot be assigned to variable of type float
0:408(6): error: operands of `!=' must have the same type
Result model.frag.glsl FAIL
--------------------------------------------------------------------
Compiling model.vert.glsl ...
0:45(48): error: could not implicitly convert operands to arithmetic operator
0:45(35): error: cannot construct `vec2' from a non-numeric data type
0:45(11): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:45(11): error: vec4 texture2D(sampler2D, vec2)
0:45(11): error: ivec4 texture2D(isampler2D, vec2)
0:45(11): error: uvec4 texture2D(usampler2D, vec2)
0:46(48): error: could not implicitly convert operands to arithmetic operator
0:46(35): error: cannot construct `vec2' from a non-numeric data type
0:46(11): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:46(11): error: vec4 texture2D(sampler2D, vec2)
0:46(11): error: ivec4 texture2D(isampler2D, vec2)
0:46(11): error: uvec4 texture2D(usampler2D, vec2)
0:47(48): error: could not implicitly convert operands to arithmetic operator
0:47(35): error: cannot construct `vec2' from a non-numeric data type
0:47(11): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:47(11): error: vec4 texture2D(sampler2D, vec2)
0:47(11): error: ivec4 texture2D(isampler2D, vec2)
0:47(11): error: uvec4 texture2D(usampler2D, vec2)
0:49(9): error: no function with name 'transpose'
0:49(2): error: `return' with wrong type error, in function `getMatrixFromTexture' returning mat4
0:53(48): error: could not implicitly convert operands to arithmetic operator
0:53(35): error: cannot construct `vec2' from a non-numeric data type
0:53(11): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:53(11): error: vec4 texture2D(sampler2D, vec2)
0:53(11): error: ivec4 texture2D(isampler2D, vec2)
0:53(11): error: uvec4 texture2D(usampler2D, vec2)
0:54(48): error: could not implicitly convert operands to arithmetic operator
0:54(35): error: cannot construct `vec2' from a non-numeric data type
0:54(11): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:54(11): error: vec4 texture2D(sampler2D, vec2)
0:54(11): error: ivec4 texture2D(isampler2D, vec2)
0:54(11): error: uvec4 texture2D(usampler2D, vec2)
0:55(48): error: could not implicitly convert operands to arithmetic operator
0:55(35): error: cannot construct `vec2' from a non-numeric data type
0:55(11): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:55(11): error: vec4 texture2D(sampler2D, vec2)
0:55(11): error: ivec4 texture2D(isampler2D, vec2)
0:55(11): error: uvec4 texture2D(usampler2D, vec2)
0:57(9): error: no function with name 'transpose'
0:57(2): error: `return' with wrong type error, in function `getNormalMatrixFromTexture' returning mat4
0:87(9): error: cannot construct `mat3' from a matrix in GLSL 1.10 (GLSL 1.20 or GLSL ES 1.00 required)
0:87(2): error: `return' with wrong type error, in function `getJointNormalMatrix' returning mat3
0:95(5): error: operands of `!=' must have the same type
0:98(5): error: could not implicitly convert operands to relational operator
0:98(5): error: if-statement condition must be scalar boolean
0:99(76): error: could not implicitly convert operands to arithmetic operator
0:99(71): error: cannot construct `vec2' from a non-numeric data type
0:99(43): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:99(43): error: vec4 texture2D(sampler2D, vec2)
0:99(43): error: ivec4 texture2D(isampler2D, vec2)
0:99(43): error: uvec4 texture2D(usampler2D, vec2)
0:99(9): error: operands to arithmetic operators must be numeric
0:100(11): error: could not implicitly convert operands to relational operator
0:100(11): error: if-statement condition must be scalar boolean
0:101(84): error: could not implicitly convert operands to arithmetic operator
0:101(79): error: cannot construct `vec2' from a non-numeric data type
0:101(51): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:101(51): error: vec4 texture2D(sampler2D, vec2)
0:101(51): error: ivec4 texture2D(isampler2D, vec2)
0:101(51): error: uvec4 texture2D(usampler2D, vec2)
0:101(46): error: cannot construct `vec3' from a non-numeric data type
0:101(12): error: operands to arithmetic operators must be numeric
0:102(11): error: could not implicitly convert operands to relational operator
0:102(11): error: if-statement condition must be scalar boolean
0:103(85): error: could not implicitly convert operands to arithmetic operator
0:103(80): error: cannot construct `vec2' from a non-numeric data type
0:103(52): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:103(52): error: vec4 texture2D(sampler2D, vec2)
0:103(52): error: ivec4 texture2D(isampler2D, vec2)
0:103(52): error: uvec4 texture2D(usampler2D, vec2)
0:103(47): error: cannot construct `vec3' from a non-numeric data type
0:103(13): error: operands to arithmetic operators must be numeric
0:104(11): error: could not implicitly convert operands to relational operator
0:104(11): error: if-statement condition must be scalar boolean
0:105(86): error: could not implicitly convert operands to arithmetic operator
0:105(81): error: cannot construct `vec2' from a non-numeric data type
0:105(53): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:105(53): error: vec4 texture2D(sampler2D, vec2)
0:105(53): error: ivec4 texture2D(isampler2D, vec2)
0:105(53): error: uvec4 texture2D(usampler2D, vec2)
0:105(48): error: cannot construct `vec2' from a non-numeric data type
0:105(14): error: operands to arithmetic operators must be numeric
0:107(79): error: could not implicitly convert operands to arithmetic operator
0:107(74): error: cannot construct `vec2' from a non-numeric data type
0:107(46): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:107(46): error: vec4 texture2D(sampler2D, vec2)
0:107(46): error: ivec4 texture2D(isampler2D, vec2)
0:107(46): error: uvec4 texture2D(usampler2D, vec2)
0:107(12): error: operands to arithmetic operators must be numeric
0:111(5): error: could not implicitly convert operands to relational operator
0:111(5): error: if-statement condition must be scalar boolean
0:121(11): error: cannot construct `mat3' from a matrix in GLSL 1.10 (GLSL 1.20 or GLSL ES 1.00 required)
0:121(11): error: operands to arithmetic operators must be numeric
0:121(11): error: operands to arithmetic operators must be numeric
0:129(5): error: operands of `!=' must have the same type
0:130(21): error: cannot construct `mat3' from a matrix in GLSL 1.10 (GLSL 1.20 or GLSL ES 1.00 required)
0:130(21): error: operands to arithmetic operators must be numeric
0:130(11): error: no matching function for call to `normalize(error)'; candidates are:
0:130(11): error: float normalize(float)
0:130(11): error: vec2 normalize(vec2)
0:130(11): error: vec3 normalize(vec3)
0:130(11): error: vec4 normalize(vec4)
0:131(5): error: operands of `!=' must have the same type
Result model.vert.glsl FAIL
--------------------------------------------------------------------
Compiling ident.vert.glsl ...
Result ident.vert.glsl OK
--------------------------------------------------------------------
Compiling shadow.frag.glsl ...
0:33(21): error: could not implicitly convert operands to relational operator
0:33(21): error: RHS of `&&' must be scalar boolean
Result shadow.frag.glsl FAIL
--------------------------------------------------------------------
Compiling ident.frag.glsl ...
Result ident.frag.glsl OK
--------------------------------------------------------------------
Compiling panoramaToCubeMap.frag.glsl ...
Result panoramaToCubeMap.frag.glsl OK
--------------------------------------------------------------------
Compiling sprite.vert.glsl ...
Result sprite.vert.glsl OK
--------------------------------------------------------------------
Compiling fragment_shader.glsl ...
Result fragment_shader.glsl OK
--------------------------------------------------------------------
Compiling vertex_shader.glsl ...
Result vertex_shader.glsl OK
The shaders are in GLSL 120. You need to add #version 120 at the beginning of the file.
The shaders are in GLSL 120. You need to add #version 120 at the beginning of the file.
Here is the result using shader version 120. There is error in shadow.geo.glsl.
Tool for shader testing compilation in directory '/home/deck/Projects/Ikemen-GO/src/shaders/'
OpenGL Vendor : AMD
OpenGL Renderer : AMD Custom GPU 0405 (radeonsi, vangogh, LLVM 16.0.6, DRM 3.57, 6.5.0-valve22-1-neptune-65-g9a338ed8a75e)
OpenGL Version : 4.6 (Compatibility Profile) Mesa 24.0.5 (git-09d9c2fd7f)
--------------------------------------------------------------------
Compiling cubemapFiltering.frag.glsl ...
Result cubemapFiltering.frag.glsl OK
--------------------------------------------------------------------
Compiling shadow.vert.glsl ...
Result shadow.vert.glsl OK
--------------------------------------------------------------------
Compiling shadow.geo.glsl ...
0:13(12): warning: extension `GL_EXT_geometry_shader4' unsupported in geometry shader
0:16(1): error: duplicate storage qualifier
0:16(1): error: invalid input layout qualifier used
0:17(1): error: duplicate storage qualifier
0:17(1): error: invalid input layout qualifier used
0:18(1): error: duplicate storage qualifier
0:19(1): error: duplicate storage qualifier
0:20(1): error: duplicate storage qualifier
Result shadow.geo.glsl FAIL
--------------------------------------------------------------------
Compiling sprite.frag.glsl ...
Result sprite.frag.glsl OK
--------------------------------------------------------------------
Compiling model.frag.glsl ...
Result model.frag.glsl OK
--------------------------------------------------------------------
Compiling model.vert.glsl ...
Result model.vert.glsl OK
--------------------------------------------------------------------
Compiling ident.vert.glsl ...
Result ident.vert.glsl OK
--------------------------------------------------------------------
Compiling shadow.frag.glsl ...
Result shadow.frag.glsl OK
--------------------------------------------------------------------
Compiling ident.frag.glsl ...
Result ident.frag.glsl OK
--------------------------------------------------------------------
Compiling panoramaToCubeMap.frag.glsl ...
Result panoramaToCubeMap.frag.glsl OK
--------------------------------------------------------------------
Compiling sprite.vert.glsl ...
Result sprite.vert.glsl OK
When shader is changed into 330 version, shadow.geo.glsl compiled fine. But model.frag.glsl become error. Here is the full log when shader using version 330:
Tool for shader testing compilation in directory '/home/deck/Projects/Ikemen-GO/src/shaders/'
OpenGL Vendor : AMD
OpenGL Renderer : AMD Custom GPU 0405 (radeonsi, vangogh, LLVM 16.0.6, DRM 3.57, 6.5.0-valve22-1-neptune-65-g9a338ed8a75e)
OpenGL Version : 4.6 (Compatibility Profile) Mesa 24.0.5 (git-09d9c2fd7f)
--------------------------------------------------------------------
Compiling cubemapFiltering.frag.glsl ...
Result cubemapFiltering.frag.glsl OK
--------------------------------------------------------------------
Compiling shadow.vert.glsl ...
Result shadow.vert.glsl OK
--------------------------------------------------------------------
Compiling shadow.geo.glsl ...
Result shadow.geo.glsl OK
--------------------------------------------------------------------
Compiling sprite.frag.glsl ...
Result sprite.frag.glsl OK
--------------------------------------------------------------------
Compiling model.frag.glsl ...
0:91(31): error: sampler arrays indexed with non-constant expressions are forbidden in GLSL 1.30 and later
0:103(31): error: sampler arrays indexed with non-constant expressions are forbidden in GLSL 1.30 and later
0:116(31): error: sampler arrays indexed with non-constant expressions are forbidden in GLSL 1.30 and later
Result model.frag.glsl FAIL
--------------------------------------------------------------------
Compiling model.vert.glsl ...
Result model.vert.glsl OK
--------------------------------------------------------------------
Compiling ident.vert.glsl ...
Result ident.vert.glsl OK
--------------------------------------------------------------------
Compiling shadow.frag.glsl ...
Result shadow.frag.glsl OK
--------------------------------------------------------------------
Compiling ident.frag.glsl ...
Result ident.frag.glsl OK
--------------------------------------------------------------------
Compiling panoramaToCubeMap.frag.glsl ...
Result panoramaToCubeMap.frag.glsl OK
--------------------------------------------------------------------
Compiling sprite.vert.glsl ...
Result sprite.vert.glsl OK
The new nightly works now thank you very much :D
I have to disable shadows in the 3D settings to stop error pop up and the 3D stages becoming a black background
The new nightly builds keeps giving GLSL error.
Nightly used to work on Steam Deck any advice/help?